/****************************************************************************
 * Copyright (c) 2017 liangxie
 * 
 * http://qframework.io
 * https://github.com/liangxiegame/QFramework
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 ****************************************************************************/

namespace QF.Action
{
    using UnityEngine;
    using System;

    /// <summary>
    /// 执行链表,
    /// </summary>
    public interface IActionChain : IAction
    {
        MonoBehaviour Executer { get; set; }

        IActionChain Append(IAction node);

        IDisposeWhen Begin();
    }
    
    public interface IDisposeWhen : IDisposeEventRegister
    {
        IDisposeEventRegister DisposeWhen(Func<bool> condition);
    }

    public interface IDisposeEventRegister
    {
        void OnDisposed(System.Action onDisposedEvent);

        IDisposeEventRegister OnFinished(Action onFinishedEvent);
    }
}